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Messages - Helmic

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16
Frostbite is used exclusively by EA, it's not really worth comparing to something like Unity.  Any engine changes would be prohibitively expensive, as they'll need to buy the license and spend the time to learn to effectively use it and then port the game over.  I believe most of the lag problems are on Muse's end and can be fixed given enough time and resources.  They probably will if they eventually meet their stretch goals in subsequent kickstarters.  I don't think larger scale battles are entirely out of the question from a tech standpoint, I think the bigger problem would be managing communications.  Have three fleet commanders on each team to function like metacaptains?

17
I never play in windowed, so it doesn't make a difference to me. I imagine it's the same for most regular players.

Borderless window mode typically refers to a window stretched so that the application fills the screen without showing the titlebar, making it look identical to fullscreen mode.  It is typically used to play the game in fullscreen while allowing you to instantly and safely alt-tab back and forth between the game and other applications like a web browser.  For some users, running the game in this "windowed" mode dramatically increases performance.  Alt-tab crashes are almost a nonissue.  Some games will run in borderless window mode by default without letting the player know they're not actually in true "fullscreen" such as Vindictus.

GoI tabs in and out rather quickly for me, but I don't think it's actually running in borderless window mode.  It'd be a very welcome feature for a lot of people, I imagine.

18
Gameplay / Re: Artemis Rocket Launcher
« on: May 05, 2013, 05:43:17 pm »
While a higher arc and faster speed do make it easier to use, it also increases the capabilities of those that can use it effectively as well.  As Sunderland said, the increased arc makes it a scary primary AND secondary weapon, it can be place on any slot and be a terror.  I've seen it wreck shit off of the ass of a Galleon.  The increase projectile speed means no amount of dodging is going to save you and makes lesmok a joke, you go burst for a humongous AoE that can disable whatever part of the ship you're facing.  Mind you it also does respectable hull damage, so you can pair it with a gatling to make a terrifyingly efficient disable/kill machine.  At least with the flak it was only ever effective alongside a gatling reducing its use to the Pyramidion and Junker and the odd Squid with a lot of balls.

The projectile speed in particular is worth mentioning again, that's NOT just lowering the skill floor for the weapon.  No matter how accurate you are a gunner, there are shots you simply cannot land because the enemy ship moved while the projectile was in transit, they moved in a way you could not have predicted.  It's why even Phoebe can't always win every match ever just by being on a Lumberjack.  What this means for the Artemis is that what used to take a specific circumstance (the pilot has lined up a great shot) can now be done all the time without fail given moderate skill (disabling the enemy's engines while going fast laterally).

This is just for higher skilled players.  In everyone else's hands, it's gone from horribly inaccurate to a reliable hitter.  It's dangerously close to completely overtaking the Hwacha and it just utterly outclasses the flamethrower which already was having a hard time dealing with chemspray.  A disabler/killer that turns fast, hits far, and does it all in record time?  The only thing the flamethrower has going for it now over the Artemis is its ability to kill the balloon and that alone isn't enough to justify its use.

It's stepping on a lot of other weapon's toes at the moment.  The flak did one thing and one thing only, kill the enemy when its armor is down.  The Hwacha did one thing and that was disable, and maybe kill if a gatling came in (meaning you got roughly 3 guns' worth on the enemy at once).  I don't think the artemis should be brought back entirely to where it was pre-patch and I'm very glad stuff other than flak/gatling is viable on light ships, but as effective as the weapon is right now this is what you'd expect out of a primary slot weapon, not what you'd get out of a backup slot.

19
Gameplay / Re: Taking the Spyglass as a pilot.
« on: May 04, 2013, 12:09:25 am »
The topic's all about taking the spyglass, don't think you can get away with a simple "it works for me", you gotta be more specific to convince anyone.  Even brand new crew can spot enemies, sometimes without you even telling them.  You're sacrificing a huge portion of your mobility to do someone else's job, a job that isn't so necessary (if YOU can spot the ship, you already see it, from then on it's just a matter of keeping your wits about you).  Spotting is certainly very helpful and crewmembers that spot for you will win matches as that reduces the ship's reaction time considerably, but your reliance on that marker can be considerably reduced with practice in exchange for a significant mechanical bonus, you're getting more DPS and less damage just by keeping your guns in arc and range and fleeing in a direction you won't be followed.

I can see the spyglass being useful for newer captains that can't quite communicate with their crew yet or maybe on ships where you know your crew doesn't speak English and won't spot or POSSIBLY on a sniping ship where there's a chance you're the only one that can see a ship that needs shot at, but for anyone capable of getting those tricky spots in the first place you personally are not going to benefit that much from the marker anyways.  Microphone or text instructions are often faster than the three or four seconds of mad left-clicking it sometimes takes to spot something with a spyglass.

20
Gameplay / Re: Taking the Spyglass as a pilot.
« on: May 03, 2013, 09:41:09 pm »
Having both chute and hydrogen and pheonix claw gives you a serious advantage over those that don't, there's always at least one direction you can flee towards where they can't follow you.  Moonshine will let you escape and get back into the fight faster to avoid your teammate getting trapped in a 2v1.  Tar barrel is an ass-mounted hwacha.  Even impact bumpers are going to see more use as that'll let you ram or tank rams better, or drag out engagements with enemy carronades.

There's lots of good choices for all three pilot tool slots, if you find yourself not caring much about that third slot then you need to try the tools out more.  If nothing else, moonshine or kerosene will be more useful in just about any other match.

21
When I discovered Fight the Devs.

22
Gameplay / Re: Taking the Spyglass as a pilot.
« on: May 03, 2013, 08:23:42 pm »
Even with a crew I don't trust, I can track ships easily enough with my one good eye to make taking that third captain's tool worthwhile.  Yeah it's a pain in the ass when an unspotted enemy moves underneath my ship but I'd rather have a tool to make it easier to get my guns back on target.

23
What lines do we still need?

24
Community Events / Re: "The Cogs" Week 7 - Brackets
« on: May 02, 2013, 12:36:41 pm »
nah, your not the only one zitrus, a load of people i know are missing it because of college finals.

As in participants?  This is a prime example of a day that should be rescheduled in that case, it's kind of pointless if a lot of participating teams are going to be missing their best players.

25
Part of me feels like I should be belligerent for my name being out in the public like that without my permission.
At least blur me out or something ;~;

I, personally, am going to masturbate to this picture.  You should sue him for it.

26
Gameplay / Re: Engineer Strategy Dicussion
« on: May 02, 2013, 03:20:25 am »
It's certainly more effective than mallet/spanner/buff as even a level 2 fire will outstrip any extra repairs per second you're getting out of a mallet.  Again, that balloon caught a high level fire and broke before I could reach it to extinguish it, followed shortly by our death, that'd be painful on any ship but on a Galleon especially you're relying on the bottom deck engineer to take the longest route in the game to extinguish the balloon for you.  The balloon is weak to fire damage, it's going to catch fire more than just about any other component.

You're just being a dick to that other engineer when you go for something like that unannounced when simply taking the bottom deck and just buffing the hull during lulls in action would be SO much more effective, especially when you can buff the guns as well.  They might go down due to a fire, but it's much easier and safer to rebuild a gun rather than something more critical like a hull or balloon.  The galleon just isn't a good ship for mallet/spanner/buff period, it's so vulnerable to fire as it is so unless the ship's going triple engineer there's just too much to lose by not bringing an extinguisher.  Maybe the gunner could bring one, but then you don't have any help whatsoever with repairs and you're responsible for six components that have a tendency to take damage simultaneously.  Two pipe wrenches in two people's hands are going to do more for overall repairs than one person with a mallet and spanner.

27
General Discussion / Re: I played with X
« on: May 01, 2013, 11:44:30 pm »
Capt ..forget how to spell his name lol

Captain Fellatio for short.

28
Community Events / Re: "The Cogs" Week 7 - Brackets
« on: May 01, 2013, 11:34:41 pm »
Going to keep mentioning this every week.  Get rid of those damn characters inside the cogs, they're ugly and unnecessary and they shove the team logos out of place.

Yeah, yust wanted you to know, that week 7 cogs will be right on orthodox easter. Furthermore, 4 pm est,  the time when cogs are starting is midnight in Moscow, right the time when the easter divine service starts (and lasts all night). So, whats for me, i am missing this week, hope my team will win :)

I'm sure the game can be rescheduled if you ask for it.  This is precisely what was brought up over a month ago and Swallow did say that they were going to take off Easter every year.  Having the match sometime Friday EST would probably be doable for both parties.

29
Gameplay / Re: Engineer Strategy Dicussion
« on: May 01, 2013, 10:22:25 pm »
Except it did.  And I did communicate it.  Loudly.  Repeatedly.  To which you told me to fuck off.  So I decided it wasn't worth the trouble.

30
Gameplay / Re: Engineer Strategy Dicussion
« on: April 30, 2013, 10:05:28 pm »
Haven't played today's patch yet, but I've always hated surprise buff hammers on my main engineer.  I remember arguing recently with a level 8 engineer that went mallet/spanner/buff on the top deck of a Galleon.  I wanted top as I had gone mallet/spanner/chem spray and that buff hammer would be a lot more useful on the guns and turning engines.  He claims there won't be a fire upstairs, and sure enough within two seconds the balloon had caught fire and I had to haul my ass all the way up there to extinguish it.  Needless to say the ship died shortly after as I was constantly fighting fires while the other engineer tried to steal repairs on the hull.

There's just so little reason for the main engineer to bring a buff hammer when the stuff he would be buffing lasts so long anyways.  It's just easier for the off-engineer to buff things on ocassion and keep the guns buffed.  They're not going to run out until the component gets destroyed, and once components start dying you're not likely to make nearly as much use of that buff hammer as you would an extinguisher.  You're not going to get that hull buffed back up if it's going up and down rapidly, but you are likely going to have to deal with fires in the split second before they kill the armor.

It's just wasting manpower, if (when) a fire breaks out and the main engineer doesn't have an extinguisher, that means the other engineer has to stop what he's doing to fix it for him.  That's time wasted in transit, that's extra damage from the fire that has to be repaired.

Now, I can understand it working in some situations, namely those where you just don't expect there to be any fires period or you're in a situation where you need the engines ALWAYS buffed and they're too far away from your gungineers to rely on them.  On my ships, though, I prefer my crew to be as self-sufficient as possible.  The less you demand of others, the more they can focus on their own jobs and do them well.

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